Well i see on matchmaking it would, but if your locking it for the
community. That would be irrelevant then.
I do not know how it would effect anything else.

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how How
does the matchmaking work?

   - You need to be running a Valve map to be matched, except:
      - Any arena map
      - cp_manor_event
      - cp_degrootkeep
      - koth_harvest_event
      - tc_hydro
   - Servers should be running as "vanilla" as possible. In particular,
   these server tags (sv_tags) will disqualify a server:
      - friendlyfire
      - respawntimes
      - nocrits
      - norespawntime
      - nodmgspread
      - highlander
      - noquickplay
   - Your server should not be password protected
   - Your server needs to have VAC enabled
   - Increasing the max player count above 24 will incur a matchmaking
   scorking penalty, but will not disqualify you from the list



On Mon, Oct 24, 2011 at 2:44 PM, doc <[email protected]> wrote:

> I would like to get some clarification from Valve on this though. This
> Friday night my server is celebrating it's 2nd year running and we will be
> passworded all day to only allow in regulars. We will also (probably) be
> playing the new Halloween maps. Will this negatively effect anything? I'd
> hate to be punished for putting a password on.
>
> On Mon, Oct 24, 2011 at 11:39 AM, clad iron <[email protected]> wrote:
>
> > A quote from my first post.
> >
> > > I don't do this, or know if it would even be beneficial to do.  I had
> > just
> > > thought about that while tring to figure out how to remove the id's we
> no
> > > longer need.
> > >
> >
> >  Saying "It just seems arbitrary and poorly thought out." doesn't seem
> the
> > correct response.
> > I'm not a dumbass (ty for putting it nicely), I'm just here to ask
> > questions
> > and point out something that *may* have needed to be looked into.
> >
> >
> >
> > On Mon, Oct 24, 2011 at 2:31 PM, Jesse Porter <[email protected]>
> > wrote:
> >
> > > The tf_server_identity_account_id identifies and is generated by an
> > > administrator. The tf_server_identity_token identifies a server. I
> > haven't
> > > seen (or have missed entirely) any insight into how the identity token
> is
> > > generated or used by valve. So, using server2's id on server1 is
> > *probably
> > > a
> > > bad idea*. In general unique identifiers should be used to identify
> > unique
> > > entities -- purposefully mixing them up will probably have unknown
> > > consequences. When you go outside the bounds or purpose of a system,
> it's
> > > not up to the designer (valve, in this case) to define what "ought" to
> > > happen. Stay inside the ride at all times :)
> > >
> > > > What if server 1 and server 2 were staying the same, but someone
> > decided
> > > to
> > > > SWAP the id's on each server every few days ?
> > > > This is not something i do, but just thought it should be mentioned
> in
> > > case
> > > > it needed to be looked into.
> > >
> > > I've thought about this for about fifteen minutes, and I can't come up
> > with
> > > a good case for when it would be needed. It just seems arbitrary and
> > poorly
> > > thought out.
> > >
> > >
> > >
> > >
> > > On Mon, Oct 24, 2011 at 12:13 PM, clad iron <[email protected]>
> wrote:
> > >
> > > > i'm not talking about sharing the id, i mean remove the old id from
> the
> > > > server that is dead and use the id from the good server on the old
> > > server.
> > > > example:
> > > > server1 = dead
> > > > server2 = good
> > > >
> > > > lets say server2 is being dropped from our community, and server 1 is
> > > being
> > > > relocated to another IP/location.
> > > >
> > > > Then i use server2's id on server1. How would this effect the server1
> ?
> > > >
> > > > What if server 1 and server 2 were staying the same, but someone
> > decided
> > > to
> > > > SWAP the id's on each server every few days ?
> > > > This is not something i do, but just thought it should be mentioned
> in
> > > case
> > > > it needed to be looked into.
> > > >
> > > >
> > > > On Mon, Oct 24, 2011 at 1:39 PM, 1nsane <[email protected]> wrote:
> > > >
> > > > > Nothing would be preventing you. That is by design.
> > > > > People have been complaining for many years about IP changes
> killing
> > > > their
> > > > > server populace.
> > > > > So instead of adding say DNS favorite support, Valve gave us the
> > > current
> > > > > implementation of  the quickplay server registration system.
> > > > >
> > > > > If you move a popular server's account ids then the new server
> should
> > > > > technically become popular and the old one will be dead.
> > > > >
> > > > > This is also why you can't use the same id on multiple servers. As
> > only
> > > > one
> > > > > server at a time will be logged in and receiving quickplay
> benefits.
> > > > > And that's not the only bad thing about sharing the same id with
> > > multiple
> > > > > servers.
> > > > > On map change they would be kicking each other off the quickplay
> > pool,
> > > > > which
> > > > > would then in turn lead to the reputation score dropping by making
> > the
> > > > > server appear to be going empty so often.
> > > > >
> > > > > On Mon, Oct 24, 2011 at 12:27 PM, clad iron <[email protected]>
> > > wrote:
> > > > >
> > > > > >
> > > > > > Also i was thinking, what would be preventing someone from
> changing
> > > an
> > > > id
> > > > > > on
> > > > > > 1 of there servers to a different id they may be using on a
> > different
> > > > > > server. for example 1 of there servers may be more popular than
> the
> > > > > other.
> > > > > > I don't do this, or know if it would even be beneficial to do.  I
> > had
> > > > > just
> > > > > > thought about that while tring to figure out how to remove the
> id's
> > > we
> > > > no
> > > > > > longer need.
> > > > > >
> > > > > > On Mon, Oct 24, 2011 at 11:06 AM, ics <[email protected]> wrote:
> > > > > >
> > > > > > > How about don't try to abuse the system even if it would be
> > > possible
> > > > > > > instead of write a law.
> > > > > > >
> > > > > > > -ics
> > > > > > >
> > > > > > > 24.10.2011 13:58, Jesse Molina kirjoitti:
> > > > > > >
> > > > > > >
> > > > > > >> The original poster had a point:  You can't break rules if
> there
> > > are
> > > > > no
> > > > > > >> rules.
> > > > > > >>
> > > > > > >> Someone at Valve needs to define the law before they can lay
> it
> > > > down.
> > > > > > >>
> > > > > > >>
> > > > > > >>
> > > > > > >>
> > > > > > >> ics wrote:
> > > > > > >>
> > > > > > >>> Exactly. Put the reputation in good use. The system has been
> > > > running
> > > > > a
> > > > > > >>> year already so limit of 10000 would be more than enough.
> > > > > > >>>
> > > > > > >>> -ics
> > > > > > >>>
> > > > > > >>> ----- Alkuperäinen viesti -----
> > > > > > >>>
> > > > > > >>>> But what prevents people to register their own listen
> servers
> > ?
> > > > > > >>>>
> > > > > > >>>> My opinion: Make a reputation limit for the server to
> receive
> > > > gifts.
> > > > > > >>>>
> > > > > > >>>> 2011/10/24 doc<[email protected]>:
> > > > > > >>>>
> > > > > > >>>>> Mathacking and wireframing seems pretty against the spirit
> of
> > > the
> > > > > > >>>>> contest, these paper masks should never be that important.
> > > > > > >>>>> (did you say SEVERAL 12 slot servers for farming..........
> > tf2
> > > > > > gifts?)
> > > > > > >>>>>
> > > > > > >>>>> I thought the whole point of the registering was to stop
> > people
> > > > > from
> > > > > > >>>>> just sitting in their own private present-giving-box and
> > > getting
> > > > > all
> > > > > > >>>>> the items.
> > > > > > >>>>>
> > > > > > >>>>> On Sat, Oct 22, 2011 at 10:04 PM, [email protected]
> > > > > > >>>>> <[email protected]
> > > > > > >>>>>
> > > > > > >>>>>> wrote:
> > > > > > >>>>>>
> > > > > > >>>>>
> > > > > > >>>>>  Can we have a guideline as to what constitutes as cheating
> > or
> > > > > > abusing
> > > > > > >>>>>> the gift drop system?
> > > > > > >>>>>>
> > > > > > >>>>>> I have opened several private 12 slot servers for my
> > community
> > > > to
> > > > > > >>>>>> farm gifts. Some of the players are also using wireframe
> > mode
> > > > and
> > > > > > >>>>>> material mods for the gift. Will my servers be penalized
> for
> > > > this?
> > > > > > >>>>>>
> > > > > > >>>>>> On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott
> > > > > > >>>>>> <[email protected]>  wrote:
> > > > > > >>>>>>
> > > > > > >>>>>>> We're going to be launching some new Halloween content in
> > the
> > > > > near
> > > > > > >>>>>>> future
> > > > > > >>>>>>>
> > > > > > >>>>>> and wanted to give you all a quick heads-up.  There will
> be
> > > > random
> > > > > > >>>>>> gift drops, but this year we are requiring that
> participants
> > > > > > >>>>>> register their servers.  If you choose not to register,
> you
> > > can
> > > > > > >>>>>> still run the Halloween maps, but no gifts will drop on
> your
> > > > > server.
> > > > > > >>>>>>  By registering, your server will also be included in
> > > > matchmaking,
> > > > > > >>>>>> which will potentially drive traffic to you.  Note that
> > > cheating
> > > > > or
> > > > > > >>>>>> otherwise abusing the gift drop system will result in
> losing
> > > > your
> > > > > > >>>>>> registration, access to gift drops and other potential
> > > > value-adds
> > > > > in
> > > > > > >>>>>> the future.
> > > > > > >>>>>>
> > > > > > >>>>>>>
> > > > > > >>>>>>> You still have plenty of time, as this change won't be
> > going
> > > > live
> > > > > > >>>>>>> until
> > > > > > >>>>>>>
> > > > > > >>>>>> next week.  Registration is quick and simple, and is
> > outlined
> > > > > here<
> > > > > > >>>>>> https://support.steampowered.
> > **com/kb_article.php?ref=2825-**
> > > > > > >>>>>> AFGJ-3513#how<
> > > > > >
> > > https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how
> > > > > >>.
> > > > > > >>>>>>
> > > > > > >>>>>>
> > > > > > >>>>>>>
> > > > > > >>>>>>> -Jon
> > > > > > >>>>>>> ______________________________**_________________
> > > > > > >>>>>>> To unsubscribe, edit your list preferences, or view the
> > list
> > > > > > >>>>>>> archives,
> > > > > > >>>>>>>
> > > > > > >>>>>> please visit:
> > > > > > >>>>>>
> > > > > > >>>>>>>
> > http://list.valvesoftware.com/**mailman/listinfo/hlds_linux<
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux>
> > > > > > >>>>>>>
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> list
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